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	<title>#openttdcoop &#187; Trick</title>
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	<link>http://blog.openttdcoop.org</link>
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		<title>Fail-Safe Joiners, Priorities and the Cyclotron example</title>
		<link>http://blog.openttdcoop.org/2010/01/13/fail-safe-joiners-priorities-and-the-cyclotron-example/</link>
		<comments>http://blog.openttdcoop.org/2010/01/13/fail-safe-joiners-priorities-and-the-cyclotron-example/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 00:05:16 +0000</pubDate>
		<dc:creator>Osai</dc:creator>
				<category><![CDATA[Community News]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Fail-Safe Joiner]]></category>
		<category><![CDATA[SML]]></category>
		<category><![CDATA[Trick]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=598</guid>
		<description><![CDATA[Some days ago I stumbled upon openttd wikis page about Railyway Designs and I saw the Cyclotron created by Pitt2. Those high speed injectors are not too new and we experimented with them a lot. Though we don&#8217;t use them in most cases, because they are difficult to build, depending on the properties of trains [...]]]></description>
			<content:encoded><![CDATA[<p>Some days ago I stumbled upon openttd wikis page about <a href="http://wiki.openttd.org/Railway_Designs" onclick="pageTracker._trackPageview('/outgoing/wiki.openttd.org/Railway_Designs?referer=');">Railyway Designs</a> and I saw the Cyclotron created by <a href="http://wiki.openttd.org/User:Pitt2" onclick="pageTracker._trackPageview('/outgoing/wiki.openttd.org/User_Pitt2?referer=');">Pitt2</a>. Those high speed injectors are not too new and we experimented with them a lot. Though we don&#8217;t use them in most cases, because they are difficult to build, depending on the properties of trains and such. Its just too much work for too less effect and pre-accelerated joiners are the better choice. Though I had a look at the construction and checked how it worked. A little footnote about a fixed bug made me curious, but then I understood that it fixes the issue which occurs if a train wants to join another track but in the same moment the signal turns red and the train stops blocking a complete line. Therefor we have the overtaking lanes in most <a href="http://wiki.openttdcoop.org/Shift_Mainlines" onclick="pageTracker._trackPageview('/outgoing/wiki.openttdcoop.org/Shift_Mainlines?referer=');">SML</a> constructions. We all like cool words for cool constructions, here they are. Fail-safe Joiners:<br />
<img src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/failsafe_joiner.png" width="580" height="317" alt="" title="" /></p>
<h3>How it works</h3>
<p><span id="more-598"></span><br />
The functionality is as simple as genius. The joining train has influence on the priority line by adding OR logic. The exit-signal of the joining trains track turns green again after a train made a decision. If in the meantime a train on the mainline blocked the entrance it stays green, because the OR logic determines it (the joining train unblocks itself, because the exit-signal turns green). If a train is already on the mainline, both signals are red at the point the joining train has to make the decision and won&#8217;t join.<br />
Well, if you didn&#8217;t understand anything its either my english or you should read it again. Though pictures say more then 1k words. Here we go:</p>
<h4>Situation 0</h4>
<p>This is a very basic situation, a train is on outer line and wants to go the the waypoint. No trains are coming on the mainline.<br />
<a class="image-link" rel="shadowbox[Fail-Safe Joiner];width=912;height=464;" title="Fail-Safe Joiner - Situation 0" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/fail-safe_joiner_situation_0.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_fail-safe_joiner_situation_0.png" width="580" height="295" alt="Fail-Safe Joiner - Situation 0" title="Fail-Safe Joiner - Situation 0"  /></a><br class="clear" /></p>
<h4>Situation 1</h4>
<p>The train entered the block with the exit signal and it turns red.<br />
<a class="image-link" rel="shadowbox[Fail-Safe Joiner];width=912;height=464;" title="Fail-Safe Joiner - Situation 1" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/fail-safe_joiner_situation_1.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_fail-safe_joiner_situation_1.png" width="580" height="295" alt="Fail-Safe Joiner - Situation 1" title="Fail-Safe Joiner - Situation 1"  /></a><br class="clear" /></p>
<h4>Situation 2</h4>
<p>The length of the track from the exit signal block to the joining block is exactly as long as one train (TL). If you have trains of different sizes on one track you either use the TL sorter first or you have a neat idea. <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
<a class="image-link" rel="shadowbox[Fail-Safe Joiner];width=912;height=464;" title="Fail-Safe Joiner - Situation 2" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/fail-safe_joiner_situation_2.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_fail-safe_joiner_situation_2.png" width="580" height="295" alt="Fail-Safe Joiner - Situation 2" title="Fail-Safe Joiner - Situation 2"  /></a><br class="clear" /></p>
<h4>Situation 3</h4>
<p>The train choses, the correct track. This isn&#8217;t too interesting because there isn&#8217;t a train on the ML. Though you might have notice that the exit signal turned green again right before the train passes the entrance signal.<br />
<a class="image-link" rel="shadowbox[Fail-Safe Joiner];width=912;height=464;" title="Fail-Safe Joiner - Situation 3" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/fail-safe_joiner_situation_3.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_fail-safe_joiner_situation_3.png" width="580" height="295" alt="Fail-Safe Joiner - Situation 3" title="Fail-Safe Joiner - Situation 3"  /></a><br class="clear" /></p>
<h4>Situation 4</h4>
<p>Now we have the same situation as before, but a train is coming on the ML. The train on the sideline already decided to join the ML.<br />
<a class="image-link" rel="shadowbox[Fail-Safe Joiner];width=912;height=464;" title="Fail-Safe Joiner - Situation 4" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/fail-safe_joiner_situation_4.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_fail-safe_joiner_situation_4.png" width="580" height="295" alt="Fail-Safe Joiner - Situation 4" title="Fail-Safe Joiner - Situation 4"  /></a><br class="clear" /></p>
<h4>Situation 5</h4>
<p>The train on the ML now activated the priority line and the entrance signal turned red. This is a bad situation, because the train on the SL wants to join now. and the other train is far away, joining isn&#8217;t a problem.<br />
<a class="image-link" rel="shadowbox[Fail-Safe Joiner];width=912;height=464;" title="Fail-Safe Joiner - Situation 5" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/fail-safe_joiner_situation_5.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_fail-safe_joiner_situation_5.png" width="580" height="295" alt="Fail-Safe Joiner - Situation 5" title="Fail-Safe Joiner - Situation 5"  /></a><br class="clear" /></p>
<h4>Situation 6</h4>
<p>Luckily in the same moment the exit signal turns green again and therefor also the entrance signal, the train on the SL can join.<br />
<a class="image-link" rel="shadowbox[Fail-Safe Joiner];width=912;height=464;" title="Fail-Safe Joiner - Situation 6" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/fail-safe_joiner_situation_6.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_fail-safe_joiner_situation_6.png" width="580" height="295" alt="Fail-Safe Joiner - Situation 6" title="Fail-Safe Joiner - Situation 6"  /></a><br class="clear" /></p>
<p>I really love this behaviour and you can replace joiners with &#8220;overtaking space&#8221; with this system. You can probably reduce the size of SML layouts we see nowadays and the good old 1&lt;2 join or even more might become attractive again.</p>
<h3>Quadruple Full-Featured Cyclotron</h3>
<p>And what I wanted to show you, I modified Pitt2&#8217;s Cyclotron, it comes now with 4 entrance possibilities which increases the chance of a join drastically. And for high-speed trains the additional way shouldn&#8217;t be a problem.<br />
<a class="image-link" rel="shadowbox;options={handleOversize:'drag'};width=1562;height=907;" title="Quadruple Full-Featured Cyclotron" href="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/quadruple_full_featured_cyclotron.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/fail_safe_joiners/thumb_quadruple_full_featured_cyclotron.png" width="580" height="336" alt="Quadruple Full-Featured Cyclotron" title="Quadruple Full-Featured Cyclotron"  /></a><br class="clear" /></p>
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		<item>
		<title>Stochastic Networks</title>
		<link>http://blog.openttdcoop.org/2009/09/06/stochastic-networks/</link>
		<comments>http://blog.openttdcoop.org/2009/09/06/stochastic-networks/#comments</comments>
		<pubDate>Sun, 06 Sep 2009 11:42:40 +0000</pubDate>
		<dc:creator>Combuster</dc:creator>
				<category><![CDATA[Public Server]]></category>
		<category><![CDATA[Logic Gate]]></category>
		<category><![CDATA[NewGrf]]></category>
		<category><![CDATA[OpenTTD]]></category>
		<category><![CDATA[Signalling]]></category>
		<category><![CDATA[Stochastic Network]]></category>
		<category><![CDATA[Trains]]></category>
		<category><![CDATA[Trick]]></category>

		<guid isPermaLink="false">http://openttdcoop.org/?p=574</guid>
		<description><![CDATA[You will probably have seen, or participated, in the last Public server game, which was all about logic. I&#8217;ll try to explain it in a bit.
After recent interests in self-regulating construction, there was an attempt to improve the usability of such designs. We have already seen self-regulating networks, where dummy trains transfer cargo onto ML [...]]]></description>
			<content:encoded><![CDATA[<p>You will probably have seen, or participated, in the last Public server game, which was all about logic. I&#8217;ll try to explain it in a bit.</p>
<p>After recent interests in self-regulating construction, there was an attempt to improve the usability of such designs. We have already seen self-regulating networks, where dummy trains transfer cargo onto ML trains, and recently self-regulating orders where vehicles could potentially go to all stations. What has not yet been done is to apply a form of regulation to point-to-point passenger games.</p>
<p><span id="more-574"></span></p>
<p>The main idea behind the concept is to have trains arbitrarily choose a station to drop their next load. While one could put each possible pair of stations into an order list, you would have to maintain the 240 possible pairs  for 16 stations, making it a big hassle. However, if you force trains in a certain direction by the network, you can keep everything more manageable. So if you can force a certain selection of trains in one direction, you are set.</p>
<div id="attachment_580" class="wp-caption alignnone" style="width: 437px"><a class="image-link" title="The Plan" rel="shadowbox;width=1280;height=968;" href="http://blog.openttdcoop.org/files/blog/2009/09/metropqyq.png"><img class="size-full wp-image-580" title="PSG #157 plan" src="http://blog.openttdcoop.org/files/blog/2009/09/metropqyq.png" alt="The plan for PSG #157" width="427" height="323" /></a><p class="wp-caption-text">The plan for PSG #157</p></div>
<p>In PSG #157, the idea was put to the test. The plan basically consisted of four flattened rings, where trains would be able to change on the shared parts. At three of the hubs, trains would have a choice of turning right or left. Using logic, trains were forced either left or right in turn. The two smaller hubs used flip-flops to do perfectly cut the train flow in half for each outer part. Due to the size of a flip-flop, the central hub was built using a timer. This timer forced all trains to the left for a few seconds, then right for the next few seconds, which again resulted in the stream being effectively cut in half.</p>
<p>Stations would need a much lower ratio &#8211; if they would get a 50/50 share, the chance was very likely that the train would drop the load at the next stop, and the chance of reaching the other end of the network would be minimal. Instead each station was given 1/8th of the traffic, which gave a good distribution without having the trains spending an eternity on the line. Due to traffic being halved, the outer hubs would take 1/4 trains each.</p>
<div id="attachment_580" class="wp-caption alignnone" style="width: 437px"><a class="image-link" title="Main Station Hub 2" rel="shadowbox;width=1280;height=968;" href="http://blog.openttdcoop.org/files/blog/2009/09/Metropolis-16th-Aug-23472.png"><img class="size-full wp-image-577" title="Metropolis, 16th Aug 2347" src="http://blog.openttdcoop.org/files/blog/2009/09/Metropolis-16th-Aug-23472.png" alt="quarterselector" width="427" height="323" /></a><p class="wp-caption-text">Station hub 2, where you can see the 1/4 selector</p></div>
<p>To pick one out of four or eight trains accurately, a mechanism was needed. The most used system consisted of a not gate (the MagLev loops at the top) which would allow the train in the counter (erail loops in the bottom) to move ahead one signal for each train. The loop had 4 signals, and thus four segments. By tapping into one of the segments, we could get a signal for every fourth train. The remaining pair of not gates (MagLev loops in the center) were used to always have one red signal and one green signal, so that trains couldn&#8217;t have second thoughts and still go the wrong way.</p>
<p>You can have a look at the game in the <a title="PSG #157" href="http://openttdcoop.org/wiki/PublicServer:Archive_-_Games_151_-_160#gameid_157" target="_blank" onclick="pageTracker._trackPageview('/outgoing/openttdcoop.org/wiki/PublicServer_Archive_-_Games_151_-_160_gameid_157?referer=');">PublicServer Archive</a></p>
<p>As a special feature, there were new logic trains available. Going at supersonic speeds, they allowed the user to create extremely fast responding logic systems, and made completing the plan a lot easier. You can find them in OpenTTD&#8217;s online content section.</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Even or Odd &#8211; About Tilelengths</title>
		<link>http://blog.openttdcoop.org/2008/02/07/even-or-odd-about-tilelengths/</link>
		<comments>http://blog.openttdcoop.org/2008/02/07/even-or-odd-about-tilelengths/#comments</comments>
		<pubDate>Thu, 07 Feb 2008 20:20:08 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
				<category><![CDATA[Community News]]></category>
		<category><![CDATA[Coopetition]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[OpenTTD]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Signals]]></category>
		<category><![CDATA[Tilelength]]></category>
		<category><![CDATA[Trains]]></category>
		<category><![CDATA[Trick]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=273</guid>
		<description><![CDATA[Whenever starting a new game, be it local or on #openttdcoop, one important question to be cleared before starting to build the network always is: &#8220;What tilelength (TL) are we going to use for our trains?&#8221;.
The chosen setting will mostly depend on the size of the map, as you don&#8217;t want to have a hundreds [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://blog.openttdcoop.org/files/pictures/Tilelengths%20Diagonal.png" width="110" height="320" class="left" alt="Tilelengths 5 (left) and 4 (right) on diagonal track" />Whenever starting a new game, be it local or on #openttdcoop, one important question to be cleared before starting to build the network always is: &#8220;What tilelength (TL) are we going to use for our trains?&#8221;.<br />
The chosen setting will mostly depend on the size of the map, as you don&#8217;t want to have a hundreds train servicing a single coal mine on a 2048*2048 map. However, there is a great difference between using even tilelengths such as 4, 10 or 20 and odd ones like 5 or 11.</p>
<p>The patch setting &#8220;When dragging, place signals every: X tiles&#8221; should always be set to &#8220;2&#8243; when playing on #openttdcoop, and most players will also use this setting if playing alone. If dragging signals, you will always have one piece of track with a signal on it followed by one without one and so on.</p>
<p>Now, if trains are jamming up somewhere in the network, for example behind a full station, those trains should block as little space as possible, so that they won&#8217;t for example block the mainline.</p>
<p>As you can see in the first screenshot, with signals every 2 tiles, the trains with tilelength 5 (left) fit almost perfectly in between the signals. However, the TL4-trains (right) always have a gap of more than one tile between them and need as much space as the TL5-trains. To fix that, you would have to place additional signals in the gaps, which might look ugly (especiall for straight track, see below) and is a lot of work, as you would have to do it manually. </p>
<p><span id="more-273"></span></p>
<p>In the first screenshot, you have seen what happens with diagonal track, now the second picture shows you that the effect is the same with straight track.</p>
<p><img src="http://blog.openttdcoop.org/files/pictures/tl2.PNG" width="400" height="265" alt="" /></p>
<p>You can compare any odd and even tilelength, there will always be a greater gap at the even tilelength. This leads me to the conclusion that it might be better to use odd tilelengths rather than even ones, if nothing speaks against it. </p>
<p>There isn&#8217;t a big difference in carried cargo if using tilelength 15 or 13 instead of 14, but you will have a better usage of track space. To convince people to use tl 5 or 3 instead of 4 might be more difficult, as this makes quite a difference, however, i would still strongly suggest to always use odd tilelengths &#8211; maybe even in all #openttdcoop games? Tell me what you think!</p>
<p>I also created a <a href="http://www.openttdcoop.org/wiki/User:Tim/Tilelength" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/User_Tim/Tilelength?referer=');">wiki-article</a> about it &#8211; have a look if you want!</p>
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		<title>Tutorial &#8211; The Canal Trick</title>
		<link>http://blog.openttdcoop.org/2007/12/09/tutorial-the-canal-trick/</link>
		<comments>http://blog.openttdcoop.org/2007/12/09/tutorial-the-canal-trick/#comments</comments>
		<pubDate>Sun, 09 Dec 2007 22:52:44 +0000</pubDate>
		<dc:creator>Osai</dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Canals]]></category>
		<category><![CDATA[Trick]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/2007/12/09/tutorial-the-canal-trick/</guid>
		<description><![CDATA[I got familiar with the tutorials and the videos I create. Today, I used a trick to create train tracks on sea level with sea around on the Public-Server. Due to requests I created this tutorial showing you how to do it and what you should care of. In my opinion the canals are more [...]]]></description>
			<content:encoded><![CDATA[<p>I got familiar with the tutorials and the videos I create. Today, I used a trick to create train tracks on sea level with sea around on the Public-Server. Due to requests I created this tutorial showing you how to do it and what you should care of. In my opinion the canals are more decent than a bunch of bridges. They also remind me of <a href="http://commons.wikimedia.org/wiki/Image:2003-05_Sylt_-_Train_on_Wadden_Sea.jpg" onclick="pageTracker._trackPageview('/outgoing/commons.wikimedia.org/wiki/Image_2003-05_Sylt_-_Train_on_Wadden_Sea.jpg?referer=');">Sylt</a>.</p>
<p><img src="http://blog.openttdcoop.org/files/pictures/canal_trick_01.png" width="400" height="240" alt="The Canal Trick" title="The Canal Trick" /></p>
<p>All you need for this trick is <span id="more-257"></span> a small amount of money and some quick fingertips, otherwise the flood will be faster than you.</p>
<h3>The Video</h3>
<p><a href="/videos/canal_trick_tutorial.mp4">Tutorial &#8211; The Canal Trick</a></p>
<ul>
<li>Build canals around the area you want create land in</li>
<li>Use the dynamite to create land tiles in the canal surrounded area</li>
<li>be quick enough</li>
</ul>
<h3>Problems</h3>
<p><img src="http://blog.openttdcoop.org/files/pictures/canal_trick_02.png" width="383" height="238" alt="Dangerous Canal Tiles" title="Dangerous Canal Tiles" /><br />
Never leave a coast tile with shore in an area created, it&#8217;ll automatically flood your land again. As well you should never delete canals again. The built tracks and everything on it will be flooded.</p>
<h3>Ship Paths</h3>
<p>Good point. Those landbridges do NOT allow any ship routes. Though you can create small bridges.<br />
<img src="http://blog.openttdcoop.org/files/pictures/canal_trick_03.png" width="400" height="200" alt="landbridges with route for ships" title="landbridges with route for ships" /></p>
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